﻿using HarmonyLib;
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using Verse;

namespace Miao.Stand
{
    public class Stand_Settings : ModSettings
    {
        /// The three settings our mod has.
        /// </summary>

        //public bool StandCanAttackStand = false;//只有替身才能攻击替身
        //这个效果可以做，使用HediffComp_Invisibility，这是原版自带的效果。 pawn.IsInvisible()

        //public bool StandOwnerBodySync = true;//替身的伤害，或者人的伤害互相同步。
        public float AwakeStandProbability = 0.7f;

        public bool StandRangeDistanceIsConsciousness = false;//替身范围是否和精神力有关Consciousness
        public bool OraOraToDead = false;
        //public float StandRangeDistance = 1;
        
        //public bool exampleBool;
        //public float exampleFloat = 200f;
        //public List<Pawn> exampleListOfPawns = new List<Pawn>();

        public Stand_Settings()
        {
            //LongEventHandler.QueueLongEvent
        }

        public override void ExposeData()//保存位置
        {
            //Scribe_Values.Look(ref StandCanAttackStand, "StandCanAttackStand");
            //Scribe_Values.Look(ref StandOwnerBodySync, "StandOwnerBodySync");
            Scribe_Values.Look(ref AwakeStandProbability, "AwakeStandProbability");
            Scribe_Values.Look(ref StandRangeDistanceIsConsciousness, "StandRangeDistanceConsciousness");
            Scribe_Values.Look(ref OraOraToDead, "OraToDead");
            //Scribe_Values.Look(ref StandRangeDistance, "StandRangeDistance");

            base.ExposeData();
        }
    }
}
